from typing import Dict, List, Literal

from ....status.team_status.base import RoundTeamStatus
from .....utils.class_registry import register_class
from ....action import (
    ActionTypes,
    Actions,
    ChangeObjectUsageAction,
    CreateObjectAction,
    DrawCardAction,
    MakeDamageAction,
)
from ....event import (
    RoundEndEventArguments,
    RoundPrepareEventArguments,
    SkillEndEventArguments,
)
from ....summon.base import AttackerSummonBase
from ....modifiable_values import DamageIncreaseValue
from ....match import Match
from ....struct import Cost, ObjectPosition
from ....consts import (
    DamageElementalType,
    DamageType,
    DieColor,
    ElementType,
    FactionType,
    IconType,
    ObjectPositionType,
    WeaponType,
)
from ....character.character_base import (
    CharacterBase,
    ElementalBurstBase,
    ElementalSkillBase,
    PhysicalNormalAttackBase,
    SkillTalent,
)
from .....utils.desc_registry import DescDictType


class GeneralsWarBanner_4_3(RoundTeamStatus):
    name: Literal["General's War Banner"] = "General's War Banner"
    version: Literal["4.3"] = "4.3"
    usage: int = 2
    max_usage: int = 3

    icon_type: IconType = IconType.OTHERS

    def value_modifier_DAMAGE_INCREASE(
        self, value: DamageIncreaseValue, match: Match, mode: Literal["TEST", "REAL"]
    ) -> DamageIncreaseValue:
        if (
            value.position.area != ObjectPositionType.SKILL
            and value.position.area != ObjectPositionType.CHARACTER
        ):
            # not damage from character
            return value
        if value.position.player_idx != self.position.player_idx:
            # not damage from self
            return value
        if (
            value.damage_type != DamageType.DAMAGE
            or value.damage_elemental_type != DamageElementalType.GEO
        ):
            # not geo damage
            return value
        # increase damage
        assert mode == "REAL"
        value.damage += 1
        return value


class GeneralsGlory_4_3(AttackerSummonBase):
    name: Literal["General's Glory"] = "General's Glory"
    version: Literal["4.3"] = "4.3"
    usage: int = 2
    max_usage: int = 2
    damage: int = 1
    damage_elemental_type: DamageElementalType = DamageElementalType.GEO

    def event_handler_ROUND_END(
        self, event: RoundEndEventArguments, match: Match
    ) -> List[MakeDamageAction | ChangeObjectUsageAction | CreateObjectAction]:
        ret: List[MakeDamageAction | ChangeObjectUsageAction | CreateObjectAction] = []
        ret += super().event_handler_ROUND_END(event, match)
        damage_action = ret[0]
        assert damage_action.type == ActionTypes.MAKE_DAMAGE
        characters = match.player_tables[self.position.player_idx].characters
        geo_number = 0
        for character in characters:
            if character.element == ElementType.GEO:
                geo_number += 1
        if geo_number >= 2:
            ret.append(
                CreateObjectAction(
                    object_name="Crystallize",
                    object_position=ObjectPosition(
                        player_idx=self.position.player_idx,
                        area=ObjectPositionType.TEAM_STATUS,
                        id=-1,
                    ),
                    object_arguments={},
                )
            )
        return ret


class InuzakaAllRoundDefense(ElementalSkillBase):
    name: Literal["Inuzaka All-Round Defense"] = "Inuzaka All-Round Defense"
    damage: int = 2
    damage_type: DamageElementalType = DamageElementalType.GEO
    cost: Cost = Cost(
        elemental_dice_color=DieColor.GEO,
        elemental_dice_number=3,
    )

    def get_actions(self, match: Match) -> List[Actions]:
        return super().get_actions(match) + [
            self.create_team_status("General's War Banner")
        ]


class JuugaForwardUntoVictory(ElementalBurstBase):
    name: Literal["Juuga: Forward Unto Victory"] = "Juuga: Forward Unto Victory"
    damage: int = 2
    damage_type: DamageElementalType = DamageElementalType.GEO
    cost: Cost = Cost(
        elemental_dice_color=DieColor.GEO, elemental_dice_number=3, charge=2
    )

    def get_actions(self, match: Match) -> List[Actions]:
        return super().get_actions(match) + [
            self.create_team_status("General's War Banner"),
            self.create_summon("General's Glory"),
        ]


class RushingHoundSwiftAsTheWind_4_3(SkillTalent):
    name: Literal["Rushing Hound: Swift as the Wind"]
    version: Literal["4.3"] = "4.3"
    character_name: Literal["Gorou"] = "Gorou"
    skill: Literal["Inuzaka All-Round Defense"] = "Inuzaka All-Round Defense"
    cost: Cost = Cost(
        elemental_dice_color=DieColor.GEO,
        elemental_dice_number=3,
    )
    usage: int = 1
    draw_card: bool = False

    def event_handler_ROUND_PREPARE(
        self, event: RoundPrepareEventArguments, match: Match
    ) -> List[Actions]:
        """
        Reset draw_card_usage
        """
        self.usage = 1
        self.draw_card = False
        return []

    def value_modifier_DAMAGE_INCREASE(
        self, value: DamageIncreaseValue, match: Match, mode: Literal["TEST", "REAL"]
    ) -> DamageIncreaseValue:
        if self.position.area != ObjectPositionType.CHARACTER:
            # not equipped
            return value
        if (
            value.position.area != ObjectPositionType.SKILL
            and value.position.area != ObjectPositionType.CHARACTER
        ):
            # not damage from character
            return value
        if value.position.player_idx != self.position.player_idx:
            # not damage from self
            return value
        if (
            value.damage_type != DamageType.DAMAGE
            or value.damage_elemental_type != DamageElementalType.GEO
        ):
            # not geo damage
            return value
        if self.usage <= 0:
            # no usage
            return value
        assert mode == "REAL"
        self.draw_card = True
        return value

    def event_handler_SKILL_END(
        self, event: SkillEndEventArguments, match: Match
    ) -> List[DrawCardAction]:
        """
        If draw_card is True, and has General's War Banner in play,
        and has usage, draw a card and reset draw_card to False.
        """
        if not self.draw_card:
            return []
        self.draw_card = False
        team_status = match.player_tables[self.position.player_idx].team_status
        for status in team_status:
            if status.name == "General's War Banner":
                break
        else:
            return []
        assert self.usage > 0
        self.usage -= 1
        return [
            DrawCardAction(
                player_idx=self.position.player_idx,
                number=1,
                draw_if_filtered_not_enough=True,
            )
        ]


class Gorou_4_3(CharacterBase):
    name: Literal["Gorou"]
    version: Literal["4.3"]
    element: ElementType = ElementType.GEO
    max_hp: int = 10
    max_charge: int = 2
    skills: List[
        PhysicalNormalAttackBase | InuzakaAllRoundDefense | JuugaForwardUntoVictory
    ] = []
    faction: List[FactionType] = [FactionType.INAZUMA]
    weapon_type: WeaponType = WeaponType.BOW

    def _init_skills(self) -> None:
        self.skills = [
            PhysicalNormalAttackBase(
                name="Ripping Fang Fletching",
                cost=PhysicalNormalAttackBase.get_cost(self.element),
            ),
            InuzakaAllRoundDefense(),
            JuugaForwardUntoVictory(),
        ]


desc: Dict[str, DescDictType] = {
    "CHARACTER/Gorou": {
        "names": {"en-US": "Gorou", "zh-CN": "五郎"},
        "image_path": "cardface/Char_Avatar_Gorou.png",  # noqa: E501
        "id": 1606,
        "descs": {"4.3": {"en-US": "", "zh-CN": ""}},
    },
    "SKILL_Gorou_NORMAL_ATTACK/Ripping Fang Fletching": {
        "names": {"en-US": "Ripping Fang Fletching", "zh-CN": "呲牙裂扇箭"},
        "descs": {
            "4.3": {"en-US": "Deals 2 Physical DMG.", "zh-CN": "造成2点物理伤害。"}
        },
    },
    "SKILL_Gorou_ELEMENTAL_SKILL/Inuzaka All-Round Defense": {
        "names": {"en-US": "Inuzaka All-Round Defense", "zh-CN": "犬坂吠吠方圆阵"},
        "descs": {
            "4.3": {
                "en-US": "Deals 2 Geo DMG, creates 1 General's War Banner.",
                "zh-CN": "造成2点岩元素伤害，生成大将旗指物。",
            }
        },
    },
    "TEAM_STATUS/General's War Banner": {
        "names": {"en-US": "General's War Banner", "zh-CN": "大将旗指物"},
        "descs": {
            "4.3": {
                "en-US": "Your party's characters deal +1 Geo DMG.\nDuration (Rounds): 2 (Can stack, Can stack till 3 Rounds)",  # noqa: E501
                "zh-CN": "我方角色造成的岩元素伤害+1。\n持续回合：2（可叠加，最多叠加到3回合）",  # noqa: E501
            }
        },
        "image_path": "status/Gorou_E.png",
    },
    "SKILL_Gorou_ELEMENTAL_BURST/Juuga: Forward Unto Victory": {
        "names": {"en-US": "Juuga: Forward Unto Victory", "zh-CN": "兽牙逐突形胜战法"},
        "descs": {
            "4.3": {
                "en-US": "Deals 2 Geo DMG, creates 1 General's War Banner, summons General's Glory.",  # noqa: E501
                "zh-CN": "造成2点岩元素伤害，生成大将旗指物，召唤大将威仪。",
            }
        },
    },
    "SUMMON/General's Glory": {
        "names": {"en-US": "General's Glory", "zh-CN": "大将威仪"},
        "descs": {
            "4.3": {
                "en-US": "End Phase: Deal 1 Geo DMG. If your party has 2 Geo characters, create 1 Crystallize.\nUsage(s): 2",  # noqa: E501
                "zh-CN": "结束阶段：造成1点岩元素伤害；如果队伍中存在2名岩元素角色，则生成结晶。\n可用次数：2",  # noqa: E501
            }
        },
        "image_path": "cardface/Summon_Gorou.png",
    },
    "TALENT_Gorou/Rushing Hound: Swift as the Wind": {
        "names": {"en-US": "Rushing Hound: Swift as the Wind", "zh-CN": "犬奔·疾如风"},
        "descs": {
            "4.3": {
                "en-US": "Combat Action: When your active character is Gorou, equip this card.\nAfter Gorou equips this card, immediately use Inuzaka All-Round Defense once.\nWhen your Gorou, who has this card equipped, is on the field, and after any of your characters deals Geo DMG: If General's War Banner is in play, draw 1 card. (Once per Round)\n(You must have Gorou in your deck to add this card to your deck.)",  # noqa: E501
                "zh-CN": "战斗行动：我方出战角色为五郎时，装备此牌。\n五郎装备此牌后，立刻使用一次犬坂吠吠方圆阵。\n装备有此牌的五郎在场时，我方角色造成岩元素伤害后：如果场上存在大将旗指物，抓1张牌。（每回合1次）\n（牌组中包含五郎，才能加入牌组）",  # noqa: E501
            }
        },
        "image_path": "cardface/Modify_Constellation_Gorou.png",  # noqa: E501
        "id": 216061,
    },
}


register_class(
    GeneralsGlory_4_3
    | GeneralsWarBanner_4_3
    | RushingHoundSwiftAsTheWind_4_3
    | Gorou_4_3,
    desc,
)
